-- Variables that are used on both client and server SWEP.Gun = ("m9k_m61_frag") -- must be the name of your swep but NO CAPITALS! if (GetConVar(SWEP.Gun.."_allowed")) != nil then if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end end SWEP.Category = "M9K Specialties" SWEP.Author = "" SWEP.Contact = "" SWEP.Purpose = "" SWEP.Instructions = "" SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models SWEP.PrintName = "Frag Grenade" -- Weapon name (Shown on HUD) SWEP.Slot = 4 -- Slot in the weapon selection menu SWEP.SlotPos = 21 -- Position in the slot SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce? SWEP.DrawCrosshair = false -- set false if you want no crosshair SWEP.Weight = 2 -- rank relative ot other weapons. bigger is better SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon SWEP.HoldType = "grenade" -- how others view you carrying the weapon -- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive -- you're mostly going to use ar2, smg, shotgun or pistol. rpg and ar2 make for good sniper rifles SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = true SWEP.ViewModel = "models/weapons/v_invisible_nade.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_grenade.mdl" -- Weapon world model SWEP.ShowWorldModel = false SWEP.Base = "bobs_nade_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.FiresUnderwater = true SWEP.Primary.Sound = Sound("") -- Script that calls the primary fire sound SWEP.Primary.RPM = 30 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 1 -- Size of a clip SWEP.Primary.DefaultClip = 1 -- Bullets you start with SWEP.Primary.KickUp = 0 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 0 -- Maximum up recoil (stock) SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "Grenade" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun -- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a metal peircing shotgun slug SWEP.Primary.Round = ("m9k_thrown_m61") --NAME OF ENTITY GOES HERE -- none of this matters for IEDs and other ent-tossing sweps, but here it is anyway SWEP.Secondary.IronFOV = 0 -- How much you 'zoom' in. Less is more! SWEP.Primary.NumShots = 0 -- How many bullets to shoot per trigger pull SWEP.Primary.Damage = 0 -- Base damage per bullet SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy (1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = 0 -- Ironsight accuracy, should be the same for shotguns -- enter bone mod and other custom stuff below. Irons aren't used for grenades SWEP.WElements = { ["nade"] = { type = "Model", model = "models/weapons/w_m61_fraggynade.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.611, 1.751, -2.003), angle = Angle(-143.148, 5.699, 0), size = Vector(1.348, 1.348, 1.348), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } SWEP.VElements = { ["m61"] = { type = "Model", model = "models/weapons/w_m61_fraggynade.mdl", bone = "v_weapon.Flashbang_Parent", rel = "", pos = Vector(0.194, -1.316, 0.54), angle = Angle(95.096, -12.285, 97.221), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } SWEP.ViewModelBoneMods = { ["v_weapon.Root16"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0.293, 0, 0) }, ["v_weapon.Left_Thumb03"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-9.509, 4.019, -0.26) }, ["v_weapon.Left_Thumb01"] = { scale = Vector(1, 1, 1), pos = Vector(-0.362, 0, 0), angle = Angle(0.465, 15.345, 9.413) }, ["v_weapon.Root17"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0.423, 12.668, 1.228) } } if GetConVar("M9KUniqueSlots") != nil then if not (GetConVar("M9KUniqueSlots"):GetBool()) then SWEP.SlotPos = 2 end end